This spell is a part of the Bio Instability spell chain and can be found in the Bio Instability rune stone.
Plagues are forever a terrible part of the history of all living things. Sentient or not, all have experienced a plague or two in their histories, even before the Great Magic War tore the world asunder and awoken the runic souls of all survivors have there been plagues. Plague is perhaps the most known curse of The Worm, feared by even the mightiest and most powerful. Plague is the truth that The Worm cares not of race, prestige, power, or wealth. All are equal to The Worm. All will decay.Â
When this spell is cast a pale mist rises from the seniumancer and moves into the target's body, finding the passages that living things have and using them as The Worm has always used such things; as an entrance. The target does not feel it happen. They feel what comes after. First comes the blindness, the disease beginning its work on the eyes, vision narrowing and darkening as something works its way through. Nausea follows hard behind it,, cutting the target's movement to half as their body diverts its attention to the growing wrongness inside. And then the damage begins;Â 1d6 Vitality lost to the poison per round as the disease starts to feed.
What makes Plague what it is, what separates it from a simple poison, is what happens next. Each round the disease continues it grows worse, adding 1d4 to the Vitality damage as The Worm deepens its hold, the compounding damage escalating with a patience that suggests it was never planning to stop. Left untreated it will kill the target, not quickly but thoroughly.
There is a cure. But the disease is clever in the way that old things are clever. It has spread itself across multiple systems simultaneously, and treating only one aspect of it while the others remain allows it simply to reestablish itself from whatever was left untouched. All status effects must be removed at the same time to truly end it. Treating them one at a time accomplishes nothing except to give the target a brief and false hope.Â
Weapon Effect: Plague
Critical Hit causes 1d4 poison. This is a compounding effect with each critical hit adding another 1d4 poison.Â
